Ender.Game.Enums.ObstacleDensities = {
	sparse : "sparse",
	medium : "medium",
	dense : "dense"
};

Ender.Game.Enums.Saves = {
	will : "Will",
	fortitude : "Fortitude",
	reflex : "Reflex"
};

Ender.Game.Enums.FeatTypes = {
	combat : {
		name : "Combat",
		order : 2
	},
	racial : {
		name : "Racial",
		order : 3
	},
	weaponProficiency : {
		name : "Weapon proficiencies",
		order : 9
	},
	shieldProficiency : {
		name : "Shield proficiencies",
		order: 10
	},
	armorProficiency : {
		name : "Armor proficiencies",
		order : 11
	}
};

Ender.Game.Enums.Attributes = {
	strength : 'Strength',
	dexterity : 'Dexterity',
	constitution : 'Constitution',
	intelligence : "Intelligence",
	wisdom : "Wisdom",
	charisma : "Charisma"
};

Ender.Game.Enums.Skills = {
	appraise : "Appraise",
	bluff : "Bluff",
	concentration : "Concentration",
	craftAlchemy : "Craft Alchemy",
	craftArmor : "Craft Armor",
	craftTrap : "Craft Trap",
	craftWeapon : "Craft Weapon",
	diplomacy : "Diplomacy",
	disableDevice : "Disable Device",
	heal : "Heal",
	hide : "Hide",
	intimidate : "Intimidate",
	listen : "Listen",
	lore : "Lore",
	moveSilently : "Move Silently",
	openLock : "Open Lock",
	search : "Search",
	setTrap : "Set Trap",
	spellcraft : "Spellcraft",
	spot : "Spot",
	tumble : "Tumble",
	useMagicDevice : "Use Magic Device"
};

Ender.Game.Enums.InventorySlots = {
	// armour
	head : 'head',
	chest : 'chest',
	legs : 'legs',
	feet : 'feet',
	arms : 'arms',
	hands : 'hands',

	// weapons
	mainHand : 'main hand',
	offHand : 'off hand',
	sidearm : 'sidearm',

	// misc
	waist : 'waist',
	back : 'back',
	neck : 'neck',
	finger1 : 'finger1',
	finger2 : 'finger2',
	charm1 : 'charm1',
	charm2 : 'charm2'
};

Ender.Game.Enums.CreatureSize = {
	small : {
		health : 10,
		attackBonus : 1,
		evasionBonus : 1
	},
	medium : {
		health : 12,
		attackBonus : 0,
		evasionBonus : 0
	}
};